63 lines
1.2 KiB
C++
63 lines
1.2 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "EnemyCharacter.h"
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#include "PlayerCharacter.h"
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#include "Perception/AISenseConfig_Sight.h"
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#include "EnemyAIController.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API AEnemyAIController : public AAIController
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{
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GENERATED_BODY()
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private:
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UBlackboardComponent* Blackboard;
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UBehaviorTreeComponent* BehaviorTree;
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APlayerCharacter* PlayerCharacter;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Meta = (AllowPrivateAccess = "true"))
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UAIPerceptionComponent* AIPerception;
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UAISenseConfig_Sight* SightConfig;
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bool HasAttackToken = false;
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public:
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AEnemyAIController(const FObjectInitializer& object_initializer);
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virtual void OnPossess(APawn* InPawn) override;
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaTime) override;
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virtual AEnemyCharacter* GetEnemyCharacter();
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UFUNCTION()
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virtual void OnDamaged(FDamageInfo info);
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UFUNCTION()
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virtual void OnDeath(FDamageInfo info);
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UFUNCTION()
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void OnPerceptionUpdated(const TArray<AActor*>& actors);
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UFUNCTION()
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bool TryObtainAttackToken();
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UFUNCTION()
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void TryReleaseAttackToken();
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UFUNCTION()
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bool GetHasAttackToken();
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};
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